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SkateZilla

ED Beta Testers
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Everything posted by SkateZilla

  1. there are drivers that take advantage of some features at a low level, and some of the DLSS functions are tied to the GPU Driver version. you can't drop a DLSS DLL in a \bin\ folder and expect all the features to work when the GPU's driver doesn't even know what they are. But don't believe me, drop a new DLSS dll in your bin folder and run the RTX40 Series launch driver from several years ago and tell me it's not causing problems. nVidia themselves state minimum recommended driver for each DLSS version, they are independent libraries but they rely on specific driver level instructions as well.
  2. Model is there, the system (land based system) isnt. There's other cable systems modelled on other maps, thats not new.
  3. ED will announce future products and features on their schedule.
  4. MSAA is Post Process and cuts most users FPS in half, sometimes more depending on how many post process effects they have turned on.
  5. FSR3 is not supported by DirectX 11
  6. We dont have a Mirage 2000, we have a M-2000 as for the Rafale, the manuals are still classified... so not likely to happen any time soon.
  7. Carrier Arresting Cables are different than Land based.
  8. TAA has Ghosting as well for the same reason. DLSS / DLAA is TAA w/ AI assisted filtering. FSR is TAA w/ AMD Shaders
  9. you guys know the ghosting is caused by missing data between frames/pixels right? No Motion vector for something, ghosting, Low Frame Rate and High Frame times, Ghosting. The best thing to do to eliminate ghosting is remove anything that increases frame times, mainly post process screenspace things
  10. I dont have my old helios profile on hand anymore (was backed up a while back as I moved to purely VR). I did run 5 screens (3 main view (L, C, R), 1 for MFCDs and 1 for Mirrors. The MFCD Viewports can be listed before the viewports I just checked and it worked fine for F/A-18C and F-16C. I did have an issue running w/ the Names "F_16C_LEFT_MFCD" and "F_16C_RIGHT_MFCD" when I set those names, no Displays were rendered, so that may also be your issue. All screens blank out when DCS is Running foreground, unless you run DCS Windowed, with a resolution that does not include that display, which really isnt possible if the MFD displays are setup under the 1440P display.
  11. it really should work with the MFDs defined above the viewport, at least it does for the hornet, Installing the viper to check on that. Also, Those Viewport names don't even work on my end. Might want to change the names to "LEFT_MFCD" and "RIGHT_MFCD"
  12. Honestly, First that arrangement is wasting a lot of Pixels, under Screens 3 and 4, and under screen 1. Just remember, the total width and height is rendered, so even the space that isn't occupied by a screen is still rendered. So you have Screen 1, then the 4K Screen 2, then Smaller Screen 3 and 4. You're looking at 8000 x 2160 total rendered area ( 17,280,000 Px), and you are only seeing maybe 66% of that. as you have a 1200x1560 section of empty space under the MFD screens, and another 2560 x 720 section under the Left 1440p .Screen I'd Honestly move the MFD Screens underneath the 1440P screen in the array, which would cut about 1600x2160 pixels from being rendered on the right side totally. and adjust the LUA file to match the new coordinates. Assuming those screens are 800x600 each. you add 1600 x 600 under the 2560x1440p Screen, 2160Px (Max Vertical of the 4K screen) 2040Px (Max Vertical of the 1440P + 2x 800P screens below it) So max Render Height would be 2160. 3840 (Max Horizontal of the 4K screen), + 2560 (Max Horizontal of the 1440P) So Max Render wifth would be 6400 So your total rendered space would be 6400x2160, or 13,824,000 Px. with only 400x600 Empty space on the left and right sides of the MFD Screens, and 120x2560 under the 1440P and MFD Screens. You would drastically cut your Pixels rendered by 3,456,000 Px or 20%, at that high of a rendering area, 20% is ALOT. Have the 4K as the Primary, then the 1440P and 800x600 Screens as extended, to the left, Set MainView as: Viewports = { Center = { x = 2560; y = 0; width = 3840; height = 2160; viewDx = 0; viewDy = 0; aspect = 1.777777777777778; } } Then Set the MFDs as: F_16C_LEFT_MFCD = { x = 0; y = 1440; width = 600; height = 600; } F_16C_RIGHT_MFCD = { x = 800; y = 1440; width = 600; height = 600; } Also, The Corrupted Problem on your 4K Display, is the MFDs being rendered before the viewport, and your coordinates are likely wrong. Move the MFD Declaration below the Viewports { }. Add them UIMainview. They cannot be set before the main viewport, nor inside the viewport { } As for Negative set screens comment above. I run 5 extended screens, 2 of which are to the left of the Windows primary, and I have no issues setting negative coordinates.
  13. I just checked, the default 3 monitors works correctly on my end. _ = function(p) return p; end; name = _('3 Screen'); Description = 'Configuration with 3 identical monitors each with its own camera' Viewports = { Left = { x = 0; y = 0; width = screen.width / 3; height = screen.height; viewDx = -1.0; viewDy = 0; aspect = screen.aspect / 3; }, Center = { x = screen.width / 3; y = 0; width = screen.width / 3; height = screen.height; viewDx = 0; viewDy = 0; aspect = screen.aspect / 3; }, Right = { x = screen.width * 2 / 3; y = 0; width = screen.width / 3; height = screen.height; viewDx = 1; viewDy = 0; aspect = screen.aspect / 3; } } UIMainView = Viewports.Center GU_MAIN_VIEWPORT = Viewports.Center --[[ also you can use "displays" table to perfectly match you configuration . it is generated by DCS automatically. displays table is contains information about all currently attached displays for example my setup is : displays = { [1] = { x = 0, -- note : x == 0 and y == 0 is always mark primary windows display y = 0, width = 1920, height = 1200 }, [2] = { x = -1440, -- mark that secondary display is on left side of primary display y = 0, width = 1440, height = 900 }, ... for all displays } screen table also contain x, y members which mark top left corner of DCS window note about fullscreen : directx doesn't allow fullscreen applications with resolutions more than primary display can handle, so multimonitor presets in DCS will fall back to windowed mode if fullscreen initialization failed ( this info also will be printed to dcs.log) for reconfigure viewports setup for each unit type independently you can declare here function function reconfigure_for_unit(unit_type) --unit type is string with unit name if unit_type == "A-10C" then Viewports = ... define new Viewports table -- also you can define cockpit displays viewports here RIGHT_MFCD = ... define new RIGHT_MFCD viewport else Viewports = ... define default for others RIGHT_MFCD = nil -- remove for others end end --]] I will also get my LUA for a Single Wide screen back off my backup drive (as I use primarily VR now), and see if one large viewport w/ GUI is still constrained correctly. might need to attach your entire LUA, it sounds like you have the MFD calls in the wrong section. Left and Right MFCDs should not be inside the Viewports { } Brackets.
  14. I believe this is a LUA Error.. Are you using Extended screens or nVidia Surround / AMD Eyefinity? With extended screens, Primary screen should not matter, I keep my center as primary with extended screens left and right. Also attachment doesnt work
  15. There isn't sufficient documentation available publicly to simulate the systems at the level ED has set for all DCS Aircraft. I don't know where you would assume there is enough information, all but a stripped down NATOPs is still classified and protected under ITARS, The most you'll ever see in the next 10 years is a limited role AI, as DCS Does not simulate most of the 5th Gen spectrum of Stealth / ECM / Stealth warfare, etc etc etc. Products for other sims are generalizing 90% of the systems they model, and excluding more complicated systems like radar and weapons, we call it Fake N Bake... because that sim has no set standards at all, some of the products for that sim are downright insulting.
  16. I have also made ED aware of this issue, the missions have incorrect LiveryID for the aircraft, so it shows the raw model state.
  17. I am communicating with the team, As I've said, The issue is the exported state of the model, textures, and modex group visibility. This is the model when it's loaded without any description.lua or livery direction: This is the model when "Default Livery" is applied: I suggested 2 fixes, 1 for the hornet specifically, 1 for the issue globally (as it affects all aircraft, not just the hornet, the hornet is just plastered with a dozen plus modex groups). Fix 1 for hornet would be to reverse the visibility argument of the modex groups so they are all off in no load model state. BUT, This would force all livery creators to edit their livery files. Fix 2 is global, if Livery Description lua file not found, use \Default Livery\. Or Fix 3, Apply default Livery textures to the model materials in max and re-export the EDMs, so when no livery is found it would load the blanked off default textures.
  18. I'm literally looking at the logs, Which is why I said, if it cannot find the livery, NOTHING is set, it loads the model w/ the textures that were on it when it was exported, which just happened to be VFA37.
  19. no employer or insurance company offers anything extra for covid vs influenza, there's no need to test for it, they arent even tracking the numbers like before.. I had the flu, I knew it was the flu, went to outpatient to get some things to help with the symptoms so I could function some, they immediately said it was covid, completely disregarding my statement that I took 2 covid tests before leaving my home, and without even testing me, covid, here's this and this. covid is on par with the bad flu strains.. As for delays, I'd rather it be delayed a few weeks than to launch and have MP sync problems. I dont need my WSO having a stroke because of syncing.
  20. it's a Compiled and DRM protected DLL file.
  21. Professional Flight Models ( E.D. and B.S.T. Modules) and External Flight Models (3rd Parties) are DRM Protected Compiled DLLs and cannot be opened or modified. This also includes pylon circuit data (ie you can't put a fuel tank on a wingtip pylon and expect it to transfer fuel as the hardpoint data in the flight model does not have fuel transfer modelled).
  22. Internal Fuel is controlled by the PFM for Players.
  23. Pylon Connector is a Helper Point placed and oriented in 3D Studio Max, the weapon is then attached to that helper point. pylon(1, 0, 0, 0, 0, {use_full_connector_position = false, connector = "Point_Pilon" , arg = 309 , arg_value = 0}, {{ CLSID = "tinytim" },}), So we'll break this down: Opening Command: pylon( Pylon ID, Pylon Type, Position in X,Y,Z (Might be Y,Z,X) 1,0,0,0,0, Connector Inherit Scale, Connector Name, Pylon Animation, Default Animation Keyframe. {use_full_connector_position = false, connector = "Point_Pilon" , arg = 309 , arg_value = 0}, Weapon Class ID, Connector name (if different from default), Animation keyframe value, station restrictions { CLSID = "{F_18_EFG_AN_ALQ_218L}", connector = "Pylon1B", arg_value = 0.5, required ={{station =11, loadout={"{F_18_EFG_AN_ALQ_218R}"}}} Closing Command },
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